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/// Pitch and Yaw hold the rotation that the player reports it has.
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/// </summary>
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publicfloatPitch;
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/// <summary>
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/// Pitch and Yaw hold the rotation that the player reports it has.
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/// </summary>
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publicfloatYaw;
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/// <summary>
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/// Pitch and Yaw hold the rotation that the player reports it has.
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/// </summary>
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publicfloatHeadYaw;
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/// <summary>
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/// Position holds the position that the player reports it has.
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/// </summary>
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publicVector3Position;
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/// <summary>
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/// MoveVector is a Vec2 that specifies the direction in which the player moved, as a combination of X/Z
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/// values which are created using the WASD/controller stick state.
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/// </summary>
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publicVector2MoveVector;
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/// <summary>
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/// InputData is a combination of bit flags that together specify the way the player moved last tick.
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/// </summary>
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publicPlayerLocationPosition;
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publicAuthInputFlagsInputFlags;
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/// <summary>
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/// InputMode specifies the way that the client inputs data to the screen.
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/// </summary>
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publicPlayerInputModeInputMode;
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/// <summary>
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/// PlayMode specifies the way that the player is playing.
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/// </summary>
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publicPlayerPlayModePlayMode;
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/// <summary>
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/// InteractionModel is a constant representing the interaction model the player is using.
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/// </summary>
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publicPlayerInteractionModelInteractionModel;
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/// <summary>
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/// GazeDirection is the direction in which the player is gazing, when the PlayMode is PlayModeReality: In other words, when the player is playing in virtual reality.
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/// </summary>
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publicVector3GazeDirection;
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/// <summary>
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/// Tick is the server tick at which the packet was sent. It is used in relation to CorrectPlayerMovePrediction.
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/// </summary>
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publiclongTick;
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/// <summary>
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/// Delta was the delta between the old and the new position.
if(actionTypeisPlayerAction.StartBreak or PlayerAction.AbortBreak or PlayerAction.StopBreak or PlayerAction.Breaking or PlayerAction.PredictDestroyBlock or PlayerAction.ContinueDestroyBlock)
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